/Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h
Instantiates bodies given a physics asset like InstantiatePhysicsAsset but instead of reading the current component state, this reads the ref-pose from the reference skeleton of the mesh. Useful if trying to create bodies to be used during any evaluation work
void InstantiatePhysicsAssetRefPose ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) & PhysAsset, const FVector & Scale3D, [TArray](API\Runtime\Core\Containers\TArray)< [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * > & OutBodies, [TArray](API\Runtime\Core\Containers\TArray)< [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * > & OutConstraints, FPhysScene * PhysScene, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * OwningComponent, int32 UseRootBodyIndex, const FPhysicsAggregateHandle & UseAggregate, bool bCreateBodiesInRefPose ) const